ethanwdp

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About ethanwdp

  • Rank
    Not Satan

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  • Gender
    Man
  • Interests
    Modding, computers, gaming.

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    ethanwdp
  1. Looking for an Instant Inventory Mod

    It works with every version from 32 and onwards. It's modular, so if one feature breaks the rest will still be working.
  2. Looking for an Instant Inventory Mod

    Cheat Menu has Instant Actions which makes all item transfers complete instantly, as well as building things (don't think it works on crafting, since there's a separate function for that in the mod).
  3. Easily fixed by having this, no? local first = ZombRand(sec+1)
  4. minor efficiency tweak: local function retPopularity(username) local sec = ZombRand(11); local first = ZombRand(sec); -- ensures that it will always be within sec. example: sec is 7, first will be number between 0 and sec local userPop = popularity[username] .. first .. "/" .. sec; return userPop; end retPopularity("snakeman")
  5. Cheat Menu V2.6

    Both zombies and time are server-sided, unfortunately. Cheat Menu spawns them client-sided, and as far as I'm aware there is no way for me to spawn them server-sided.
  6. Instead of implementing structural integrity or percentage-based chances for them to break while climbing, why not just have zeds destroy them? Every sheet rope would have a health bar to it. A zombie would attack it a couple of times, and it would get torn down. (Apologies if this has already been suggested, the search bar is a bit wonky.)
  7. Cheat Menu V2.6

    Yeah, it's been out for about a year now
  8. Cheat Menu V2.6

    Strange... 33.20 must have something funky going on, since this issue seems to only occur on that version. Thankfully, it appears to be fixed on newer versions (34.26 and above). Again, I'd like to thank you for your input on this issue!
  9. Cheat Menu V2.6

    I may have figured out why this issue is occurring. Looking back at previous Cheat Menu versions, I called Events.OnFillWorldObjectContextMenu.Add(ISUICheatMenu.createMenuEntries) in ISUICheatMenu.lua. When I added the admin check, I moved that over to the CheatCoreForCheatMenu.lua file. It seems that ISUICheatMenu.lua is loaded after CheatCoreForCheatMenu.lua, and I was calling Events.OnFillWorldObjectContextMenu.Add(ISUICheatMenu.createMenuEntries) too early. As for melee insta kill erroring out, I've realized a flaw I made - it checks for the primary weapon, and not if it's equipped in both hands. Keep in mind that insta-kill melee is over a year old, back in 1.3 I believe was when I added it. I barely knew how to code then, and I'm much better with lua than I was before. As such, I'll have to regut it. The patches for both of those issues will be out soon. I've found out how to fix the infinite menu error, and I'll get to work on melee-insta-kill when I'm done writing this. I'd also like to second to express my thanks. These issues have been in the mod for a while, and you've helped me exponentially with those logs. Since the fixes will be in the next version, and the infinite menu error is rather dire, I'll upload a corrected version of Cheat Menu that has the admin checking code stripped and with the infinite menu error fixed. https://drive.google.com/open?id=0B4TTdnrg9gSLMU1CSmxmYU9jRDQ Edit: V2.5.1 is now out. Please let me know if you have issues with it.
  10. Cheat Menu V2.6

    Strange... It might be a problem with a specific game version.
  11. Cheat Menu V2.6

    I'm stumped as to why this is happening. It seems to only happen to some people, and I don't see a pattern to this. I've received numerous reports from several different users about this issue, yet I cannot reproduce the problem on any of the systems I've tried it on and neither can my friends. I've opened a thread in the Mods Help section, as I'm not too sure what to do. I have isolated the problem to the admin checking code, but due to the spontaneous nature of this bug I'm unable to find any error in the code that's responsible for this. What's happening is that, for some reason, the game doesn't have the Events.OnTick.Remove function which I use to remove the admin check when it completes successfully so as to not result in this cloning bug. I've put a link below to a modified version of Cheat Menu V2.5 that doesn't have the admin check, and thus shouldn't have this issue. Please let me know if it works. https://drive.google.com/open?id=0B4TTdnrg9gSLVVJNT25tRmxsNTg
  12. For Cheat Menu V2.5, I've seen numerous reports that the menu creates 50+ context menus instead of 1. I've come to understand that this is because of my code used to check if a player is admin. Here's the code in question: CheatCoreCM.isAdmin = function() -- stops pesky cheaters. good luck trying to modify this, it won't work :^) if isClient() == true and isAdmin() == true or isClient() == false and isAdmin() == false then return true else return false end end CheatCoreCM.shouldStart = function() if CheatCoreCM.isAdmin() then print("[CHEAT MENU] User "..getOnlineUsername().." is authorized! This message will appear the next time the client connects.") Events.OnPlayerUpdate.Add(CheatCoreCM.DoCheats); Events.OnTick.Add(CheatCoreCM.DoTickCheats); Events.OnMouseDown.Add(CheatCoreCM.SpawnZombieNow); Events.OnKeyKeepPressed.Add(CheatCoreCM.OnKeyKeepPressed); Events.OnKeyPressed.Add(CheatCoreCM.OnKeyPressed); Events.OnPlayerMove.Add(CheatCoreCM.updateCoords); Events.OnFillWorldObjectContextMenu.Add(ISUICheatMenu.createMenuEntries); Events.OnMouseMove.Add(CheatCoreCM.highlightSquare); Events.OnTick.Remove(CheatCoreCM.shouldStart); elseif not CheatCoreCM.isAdmin() and CheatCoreCM.doNotWarn ~= true then print("[CHEAT MENU] User "..getOnlineUsername().." is not authorized! This message will appear the next time the client connects.") CheatCoreCM.doNotWarn = true end end Events.OnTick.Add(CheatCoreCM.shouldStart); What it does is that it checks if the player is an admin, then it creates the rest of the events that Cheat Menu's various cheat functions use. It also creates the menu. Theoretically, it won't fire at all for non-admins. But what if the player has been made an admin after the check has been performed? Since otherwise it would require the player to exit & re-enter the server, I decided to hook the function to an OnTick event. Now, this is where the problem is. What's happening is that the admin check is passed, but for whatever reason Events.OnTick.Remove(CheatCoreCM.shouldStart) refuses to fire. Here's an error log that one of my afflicted users have given me: Line # 1126 is where I called Events.OnTick.Remove(CheatCoreCM.shouldStart). Cheat Menu successfully printed the success message to the console, curiously with Lenny101 as the username (I assume that's just the default username for singleplayer. Either that, or Lenny101 is a wizard and is bending spacetime to break my mod.) So the function successfully fires, the isAdmin() check passes, and for whatever reason Events.OnTick.Remove is no longer a thing. Because of this, Cheat Menu is now cloning itself on every tick event since the OnTick check is still there. The logical conclusion would have been that I messed up and I could at least close the loop through another way. However, this bug does not happen to me. It does not happen to my friends, it doesn't even happen if I install PZ onto another computer and test the mod on that. The numerous reports I have received confirm that this bug is present. It's happening to multiple people, and I cannot figure out why. Some of the reporters had also said they are using Windows 10, the same operating system I am using. The specs also range wildly. Previously I had just used a global variable that, if set to true (which it is when the check passes), the function does nothing. Then, in the current version, I made the function straight up remove the event after completing the setup (as seen above). Same issue, same users. I am very, very confused as to why this is happening. It only happens to some people, sometimes, for some reason, and I cannot figure out why. There's always a reason as to why a problem occurs in programming, so this simply isn't random. There is a reason for this, but I cannot figure it out. And thus, I request for help from the kind folks here. EDIT: Okay, it turns out that ISUICheatMenu loaded after CheatCoreForCheatMenu was loaded. CheatCoreForCheatMenu was trying to hook a non-existent function to an event. I simply cut and paste CheatCoreCM.shouldStart() to ISUICheatMenu.lua. I'm an idiot. Edit 2: MMnnnnnope. Still doesn't work for a select few users, with the same error as before, despite moving the admin checking code over to ISUICheatMenu. Again, it still works fine for me, but not for some users. Why is this?
  13. Cheat Menu V2.6

    Odd. I noticed that while testing as well, not too sure why that happens. I'll look into it, I didn't even know metalworking was out yet For some reason, it's erroring out where I call Events.OnTick.Remove(CheatCoreCM.shouldStart). I'm not too sure why this is happening, as it's working fine on my end.
  14. Cheat Menu V2.6

    Is the red "Admin" next to your characters name? If not, try this (assuming you're using Host): in the Host menu, click on the Manage Settings button that is beside the server name, click edit settings, go to the Players tab under INI and enable AutoCreateUserInWhiteList. If DropOffWhiteListAfterDeath is enabled, disable it. Then just go ingame and type /grantadmin whateverthenameaboveyourcharacteris. If you do have the Admin prefix, try adding Cheat Menu's workshop ID (499795221) to the Workshop Mods and Cheat Menu to the regular Mods in the config (use the mod ID 'cheatmenu' if you're doing this manually through a text editor).
  15. Cheat Menu V2.6

    Is your character admined?